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I know for many people the ship has sailed on NES Godzilla Creepypasta, but did you guys know someone's trying to make it actually playable? Its a very rough WIP, a lot of places have no enemy or music, but I'm liking what they've got so far. They're also demonstrating actual sensibility (ex: not making some levels take minutes to slog through) so at least the devs seem to give a drat instead of just furiously adhering to canon. Lets be honest though, the part we're all here for starts at 11:50. The original author's hosting some extra spritework on his Deviantart if you want a peek at NotGezora, Varan, and Moguera.
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# ? May 20, 2015 06:56 |
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# ? Apr 25, 2024 18:32 |
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I never gave up on the Godzilla Creepypasta, it was the original author Cosbydaf who seemed to. A quick check of the sequel blog unfortunately confirms that the last update remains back in 2013. Per the deviantart link you provided, however, he recently said that it was still only on hiatus, so hope springs eternal. The game looks pretty slick and had me on edge, so thumbs up for that.
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# ? May 20, 2015 07:59 |
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The Bee posted:I know for many people the ship has sailed on NES Godzilla Creepypasta, but did you guys know someone's trying to make it actually playable? Its a very rough WIP, a lot of places have no enemy or music, but I'm liking what they've got so far. They're also demonstrating actual sensibility (ex: not making some levels take minutes to slog through) so at least the devs seem to give a drat instead of just furiously adhering to canon. This is beyond awesome the animations are so smooth. Makes me want to reread the story again. Mr_Blue posted:I never gave up on the Godzilla Creepypasta, it was the original author Cosbydaf who seemed to. A quick check of the sequel blog unfortunately confirms that the last update remains back in 2013. Per the deviantart link you provided, however, he recently said that it was still only on hiatus, so hope springs eternal. That disappointed me so much, I still hold out hope that one day that will be finished.
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# ? May 20, 2015 11:41 |
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The Bee posted:
Did I miss "Still The Best. 1973?" cause that's the part I'm here for.
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# ? May 20, 2015 12:32 |
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It seems that the hallmark of all great video game creepypasta is a long, painful delay right when it should be entering its prime. Godzilla. The Princess. And it is true of Killswitch, in my opinion the greatest such story. Killswitch is something I would further consider a paragon of this thread and all things related to it, not the least reason being that it was mentioned in the original post, way back in 2010 (!). The link to the "official" website given in that original post incredibly still works, despite the fact that it was apparently once overrun with Viagra ads. Now, you may be wondering why I have listed Killswitch among these unfinished projects. The answer is that it is because Killswitch was obviously intended to be part of a larger universe. The companion piece What Happened to Agent Small? reveals that at the very least the Karvina Corporation was responsible for these four games: 1) What Happened to Agent Small? 2) Gargantua 3) Guest at the Table of Heaven 4) Killswitch The only other game ever allegedly written about in that series was Guest, but unfortunately the link only reveals an enigmatic seal. At one point, InvisibleGames had a LiveJournal account which seemed to suggest that the actual story was forthcoming, but all that appears to have died long ago. I also recall long ago discovering that a female author of some accomplishment was responsible for all of this, but each passing day unfortunately seems to further confirm that whoever was responsible for all of this is never returning to it. My solution to this might be best suited for another thread, though it is something that has given this particular thread new life in the past. That is the fact that I have finally completed something I have long thought about, and that is my own version of Gargantua which can be found here. I offer my thoughts on what I have written below, but so as not to bias anyone before they read the story (if they so choose to) I have kept them behind the spoiler bar. I do not propose in my own vanity that I shall revive the series through my own merits but that perhaps someone else may be inspired to try their hand at it. Even if my own version of Gargantua is trampled in quality by another I shall be ecstatic for it means that the Karvina Corporation lives once again. If not, well, I tried. Gargantua is only casually mentioned in the Karvina universe as a game that once existed, meaning that even if he is "keeping to the canon" a budding writer has effectively a free hand to make it about whatever he wants, though with some chronological limitations. The first game, Agent Small, happened in 1984 and Killswitch happened in 1989, but everything else is speculation. The specific listing of games in the Small story is Gargantua, Guest, "and of course" Killswitch, which seemed chronological to me but of course could merely be alphabetical or in order of quality. It seemed right that Gargantua could be after Small but before Killswitch, with Killswitch finally being Karvina's first big success and making the world anticipate Guest. Interestingly, per the Small story the game was actually a failure. My intention was to make Gargantua less of a failure but not quite the success of Killswitch; in other words, one last "experiment" closer to what made Killswitch great that would allow them to finally make the leap and release their first real smash hit. Gargantua was a bridge and I feel my story gets that across. However, I also intended to write it as if I was the original author, which meant keeping the tone and length of Small and Killswitch. I clearly failed the latter because my story is larger than those two combined. But did I also fail in keeping the tone of the stories in general? When I first thought about writing Gargantua the ideas that eventually came to me, with the meters and weirdness and everything else, were successfully transcribed to the written word. If the ideas are bad, so be it, but I feel that I have executed them about as well as possible. My real fear is that I have written Rhapsody: Red Edition 2.0 (if you're reading this, Viper Manor/Captain_Indigo, I personally loved it and want more, but there were criticisms). That one started off great but after a long delay it took this turn: quote:I’m going to warn you one time. This will get pretentious. I firmly believe that Bad Weather is a game worthy of study. Whether or not a videogame can be art is not something I have any interest in going over, but Bad Weather has a depth and complexity to it that I feel is worth approaching from a pseudo-academic angle. If that somehow offends or bores you, there will be other Let’s Plays around that focus purely on the action, but I think you are really robbing yourself of the full experience. Mr_Blue fucked around with this message at 13:03 on May 25, 2015 |
# ? May 25, 2015 12:06 |
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I really enjoyed reading it, and particularly liked that you touched on someone just looking into the code to see what's up, which is something that always sticks in the back of my mind with these stories. We all know of tcrf.net by now so it always seems an obvious solution to a computer game mystery (although I'm neither a programming expert or a good writer, so I can only speak from the point of view of a reader). But you used that element to create what I thought was a good ending. And no blast processed skeletons of my family in sight. To me, these mysterious but realistic stories which do not involve any supernatural elements like characters coming alive, are the most compelling. I can really suspend my disbelief.
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# ? May 25, 2015 16:56 |
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I like the idea, but it feels a bit too wordy. It would also help if you included some line early on about how the game is ostensibly related to the novels. I didn't know there was such a thing, so the mention of the books halfway through confused me.
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# ? May 25, 2015 17:45 |
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Some thoughts I had about your story Mr_Blue, was that it didn't really align with the tone of the previous stories and that was partially because it was overly word-y in comparison. I would also like to note the "in comparison" part, your story was actually still effective at telling an interesting story. As for why it didn't succeed like Killswitch or Small was that Gargantua just wanted to explain too much. With the former stories there was little in the way for details regarding gameplay mechanics; while your story felt like it needed to heavily detail mechanics and exactly what happened during gameplay. This level of detail and the two digressions about the play community made Gargantua feel like it was both short in length and entirely explored; while Killswitch and Small made it seem like there may have been numerous possible avenues for story and exposition hidden away in some unexplored corner of the game. On top of which Gargantua was also a very abstract story, relying on beginners horror cliches; nonsense semi-philisophical phrases that seem vaguely menacing, literal avatars of death, and aspects that are introduced as a source of mystery but never resolved. Killswitch and Small meanwhile have concrete characters, settings, and plotlines; surreal for sure, but these things can be comprehended as things in-of-themselves rather than symbols of other narratives. More thematic differences was the idea that Killswitch and Small were political screeds using surrealism to communicate their point, making them seem like products of a insane mind; meanwhile Gargantua was not political in it's theming and was the product of an inept developer. However why Gargantua succeeded in it's own right was the final detail, the game was the product of an inept developer. The "twist" of the score and meters being glitched helped justify the usage of dull cliches, the mechanics were meant to portray the sophomoric narrative of "the player's own existence causes misery"; and the kind of person who would write such a dull game would be likely to be inept at making compelling game play. Just as well, the story did solve one thing that always nags in a part of my mind whenever reading about "vintage computer game" creepypasta like Killswitch; if these games have such a cult following, why does nobody ever analyze the programming of the game itself? By introducing Porto881's discoveries, it said volumes about what the nature of the game was and who Karvina Corporation was. It wasn't a good creepypasta as it wasn't good at being creepy; but it was an interesting world-building story about solving a unsatisfying mystery. If I were to suggest some things to help it succeed better at that, it would be to not use a traditional creepypasta tone and adopt one of a journalist or nerd relaying an interesting historical story to an audience.
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# ? May 27, 2015 06:35 |
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umalt posted:Some thoughts I had about your story Mr_Blue, was that it didn't really align with the tone of the previous stories and that was partially because it was overly word-y in comparison. I would also like to note the "in comparison" part, your story was actually still effective at telling an interesting story. Agreed. To me the story read much more like that one about the guy who was fixated on that King's Quest knock off he couldn't finish as a kid than like Killswitch or Agent Small. That's not to say it was bad at all, but it doesn't feel like it was something made by Karvina.
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# ? May 27, 2015 08:43 |
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Checked this thread out again for the first time in months and happened to see the mention of Rhapsody (Red Edition). Looks like it's been updated a few times in the last couple of days. Maybe things will be better this time? Updates will probably come Mon-Wed-Fri from now on.
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# ? May 29, 2015 15:18 |
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Phantoms was a little confusing because it referred to things from 1.2, like the breath on the window, which doesn't exist in this rewrite. It's nice to see it updating again, though.
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# ? May 29, 2015 19:58 |
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Sailor Dave posted:Phantoms was a little confusing because it referred to things from 1.2, like the breath on the window, which doesn't exist in this rewrite. It's nice to see it updating again, though. Ah yeah, I see it, thanks very much. In case you've not seen it before: Let's Play Rhapsody (Red Edition)
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# ? May 29, 2015 20:01 |
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An update on Pop Fiction since I know a lot of people in this thread like it. Looks like the next one will be at the end of June.
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# ? May 30, 2015 23:57 |
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Jsor posted:An update on Pop Fiction since I know a lot of people in this thread like it. Looks like the next one will be at the end of June. Last time I checked it isn't 2013.
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# ? May 31, 2015 00:02 |
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Oh drat, it was linked in the related section from the MM video so I assumed it was recent and the time table with E3 and June checked out. Sorry.
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# ? May 31, 2015 00:07 |
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Captain_Indigo posted:Ah yeah, I see it, thanks very much. Yesssssssssss
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# ? May 31, 2015 04:46 |
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An Actual Bear posted:Last time I checked it isn't 2013. Son of a bitch what else have you been keeping from me?
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# ? May 31, 2015 06:28 |
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Since this is sort of in the thread's field, I might as well ask here: is there a Youtube series specifically about cut/beta/unused content from games? I'm picturing a combination of what you get in text form from TCRF (on the disk, but not used) and Unseen 64 (ideas for games that were worked on but never saw the light of day), only combined and cutting out a lot of the pointless chaff. It's something that I feel should exist, yet I don't recall seeing anything like it. Part of me actually wants to make it, just so it would exist.
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# ? May 31, 2015 15:32 |
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Cleretic posted:Since this is sort of in the thread's field, I might as well ask here: is there a Youtube series specifically about cut/beta/unused content from games? I'm picturing a combination of what you get in text form from TCRF (on the disk, but not used) and Unseen 64 (ideas for games that were worked on but never saw the light of day), only combined and cutting out a lot of the pointless chaff. Didyouknowgaming has a series on this stuff
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# ? May 31, 2015 15:41 |
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Jsor posted:An update on Pop Fiction since I know a lot of people in this thread like it. Looks like the next one will be at the end of June. They haven't done a big update in awhile, which I get it's probably hard to do but it still makes me sad.
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# ? May 31, 2015 15:57 |
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Average Bear posted:Didyouknowgaming has a series on this stuff By 'have a series' you mean 'have three videos, two of them on Fallout'. And it took them over a year to do a second one.
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# ? May 31, 2015 16:27 |
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Yuriofwind's Gaming Mysteries series is somewhat decent for that but it's mostly focused on canceled games. If you can wrap your head around his narration style and voice they're usually fairly well-researched and interesting. Sadly i don't know of any exactly like you're suggesting.
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# ? May 31, 2015 16:31 |
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Beta64 is tolerable for the most part, and also tends to show off stuff from video footage as well as actual beta cartridge and cut content.
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# ? May 31, 2015 18:07 |
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Game Theory
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# ? May 31, 2015 18:09 |
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Mooseontheloose posted:They haven't done a big update in awhile, which I get it's probably hard to do but it still makes me sad. There's also that thing where most of the GameTrailers staff got fired in 2014. I wouldn't hold out much hope for another episode of Pop Fiction.
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# ? Jun 1, 2015 02:41 |
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whatsabattle posted:Son of a bitch what else have you been keeping from me? BEN DROWNED
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# ? Jun 1, 2015 08:10 |
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Average Bear posted:Game Theory I just threw up in my mouth a little.
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# ? Jun 1, 2015 08:30 |
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Yeah, Game Theory is... not what I'm looking for. Ideally Game Theory isn't what anybody should be looking for, at any point. I can appreciate some of his videos, but only from a standpoint of 'yeah, I guess that makes sense', you should really never be in a position where Game Theory is answering a question you're actually asking. Beta 64 I've never heard of, but looking at it I guess it matches what I was thinking of. His delivery's pretty bad, though, and he's got that thing you see from Unseen 64 and TCRF where you get a lot more focus on minor bits and pieces than they perhaps deserve. Taking his Mario 64 video as an example, he spends several minutes talking about the designs of the damage meters in beta footage, giving them about as much screentime and focus as things like actual unused enemies. By the time I stopped watching the video, he hadn't even mentioned a clear and important (by his standards) difference in the way Mario controls in the beta that his footage showed several times. Also, how the gently caress has he done that show for two and a half years and not even done a video on Sonic 2. That's like, the biggest one. Cleretic fucked around with this message at 09:18 on Jun 1, 2015 |
# ? Jun 1, 2015 09:15 |
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I said Beta 64 was tolerable, not good. And yeah, gently caress Game Theory. When he starts applying real-world genetics to Mario characters to "prove" that Rosalina is Mario and Peach's kid (despite the fact that that makes no sense and his explanation is easier to explain with "art style") was the second time I gave up on his bullshit. The first was the episode where he "proved" Mario was faster than Sonic. I've only seen two episodes to boot.
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# ? Jun 1, 2015 13:19 |
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The only Game Theory episode I'd unironically recommend is the one where he broke down which Link would come out on top in a battle royale*. It wasn't a stupidly overblown theory taking tiny things way out of proportion, or trying to apply real-world science to cartoon lands, it was just using the internal logic and events of the universe to figure out a silly hypothetical. *To spare everyone the time, his verdict was that while the Link to the Past Link has the greatest dungeon experience and arsenal (thanks to also being the protagonist in Link's Awakening and the Oracle games), and while Twilight Princess Link has the best combat technique, Majora's Mask Link wins out thanks to his ludicrously overpowered masks.
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# ? Jun 1, 2015 14:46 |
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Kanye Quest 3030, a parody jrpg like barkley shut up and jam gaiden but for rappers instead of b-ball, apparently has some weird cult-recruitment poo poo hidden in it and no one knows why it's there. Also I'm in love with the video for the godzilla game even though I never read the whole story - loses something when it's just someone telling you about it but the game should be great glitchy cheesy fun when finished.
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# ? Jun 1, 2015 19:17 |
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A team of filmmakers is looking for backers to fund a documentary about the urban-legendary Polybius.
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# ? Jun 3, 2015 16:26 |
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Hirayuki posted:A team of filmmakers is looking for backers to fund a documentary about the urban-legendary Polybius. Oh boy let's crowd fund a documentary about a fake game everyone's analyzed as thoroughly as possible already through free articles.
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# ? Jun 3, 2015 16:40 |
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It's like analyzing what your first grade classmate Timmy's uncle who worked at Nintendo totally showed him.
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# ? Jun 3, 2015 16:50 |
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Nintendo Kid posted:It's like analyzing what your first grade classmate Timmy's uncle who worked at Nintendo totally showed him. No it's not, I actually would pay for that.
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# ? Jun 3, 2015 17:02 |
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Cleretic posted:No it's not, I actually would pay for that. Pretty much what donating to any videogame Kickstarter already is if you think about it
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# ? Jun 3, 2015 17:10 |
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The Bee posted:I know for many people the ship has sailed on NES Godzilla Creepypasta, but did you guys know someone's trying to make it actually playable? Its a very rough WIP, a lot of places have no enemy or music, but I'm liking what they've got so far. They're also demonstrating actual sensibility (ex: not making some levels take minutes to slog through) so at least the devs seem to give a drat instead of just furiously adhering to canon. This is fantastic and I'm surprised it didn't get off the ground sooner. One of the things that made the original story great was how evocatively (and believably) the gameplay was described. Really makes the conversion to a playable game exciting. I do wonder how the playable version is going to handle the "final boss." I kinda hope they do something different and break away from the story at that point, because just re-creating it would be...awkward.
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# ? Jun 7, 2015 09:35 |
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So, what is the "primary source" for Polybius? Is there like a rundown of where the story came from in the first place?
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# ? Jun 8, 2015 03:26 |
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LOVE LOVE SKELETON posted:So, what is the "primary source" for Polybius? Is there like a rundown of where the story came from in the first place? The primary source of Polybius is chat rooms and discussion boards in the mid-late 90s. The primary source of the elaboration that it drove people crazy or was a military experiment is 4chan and various forums in the early-mid 2000s. The elaboration is probably due to the fact that GamePro ran an article in 2003 offhandedly mentioning Polybius as a possible short run-limited release arcade machine, which sparked people's interest. The photoshopped photo of the cabinet for it and the photoshopped title screen both date from shortly after the GamePro article ran. Edit: That brings something else to mind though, and it's how easy it is to make a ~spooky story~ out of a completely normal game. Here's an example story that's been around the internet for a while: quote:The Theater But then after a while of it going around someone who actually had the game does a takedown: quote:It’s not something whispered about in certain circles, it’s not something that comes in a plain-looking jewel case, it’s not by a nameless untraceable developer… and it’s certainly not supernatural. Nintendo Kid fucked around with this message at 03:50 on Jun 8, 2015 |
# ? Jun 8, 2015 03:42 |
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# ? Apr 25, 2024 18:32 |
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It's also easy when both versions are completely made up.
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# ? Jun 8, 2015 04:20 |